2948 lines
85 KiB
JavaScript
2948 lines
85 KiB
JavaScript
'use strict';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'gwent',
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character:{
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gw_huoge:['male','qun',3,['yinzhang']],
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gw_aisinie:['female','wu',3,['huihun']],
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gw_enxier:['male','wei',4,['gwbaquan']],
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gw_kaerweite:['male','shu',4,['gwjiquan']],
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gw_falanxisika:['female','wu',3,['shewu']],
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gw_haluo:['male','qun',4,['nuhou']],
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gw_airuiting:['male','wei',4,['kuanglie']],
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gw_laduoweide:['male','wei',4,['gwxiaoshou']],
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gw_dagong:['male','qun',4,['tianbian']],
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gw_bulanwang:['male','qun',4,['bolang']],
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gw_kuite:['male','qun',4,['gwxuezhan']],
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gw_fuertaisite:['male','wei',3,['zhengjun']],
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gw_hengsaite:['male','wei',3,['jielue']],
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gw_fulisi:['male','qun',3,['lanquan']],
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gw_gaier:['male','shu',3,['hunmo']],
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gw_jieluote:['male','qun',6,['fayin']],
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gw_yenaifa:['female','qun',3,['xuezhou']],
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gw_telisi:['female','wei',3,['huandie']],
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gw_xili:['female','wu',3,['fengjian']],
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gw_luoqi:['male','wei',4,['gwzhanjiang']],
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gw_yioufeisi:['male','wu',4,['gwchuanxin']],
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gw_aigeleisi:['female','wu',3,['gwshenyu']],
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gw_aokeweisite:['male','qun',4,['yunhuo']],
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gw_kaxier:['male','shu',4,['gwfengchi']],
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gw_luobo:['male','qun',3,['junchi']],
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gw_mieren:['male','shu',3,['lingji']],
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gw_sanhanya:['male','shu',3,['gwjinyan']],
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gw_shanhu:['female','qun',3,['shuijian']],
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gw_zhangyujushou:['male','wu',4,['gwjushi']],
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gw_zhuoertan:['male','wu',3,['hupeng']],
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gw_meizi:['female','wei',3,['gwjieyin']],
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gw_aimin:['female','wu',3,['huanshu']],
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gw_puxila:['female','qun',3,['gwqinwu']],
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gw_xigedelifa:['female','qun',3,['gwfusheng']],
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gw_laomaotou:['male','qun',4,['gwchenshui']],
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gw_qigaiwang:['male','qun',4,['julian']],
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gw_bierna:['female','qun',4,['gwfengshi']],
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gw_haizhiyezhu:['male','qun',4,['yangfan']],
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gw_nitelila:['male','wei',4,['shuangxi']],
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gw_linjing:['male','wu',4,['gwyewu']],
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gw_kanbi:['male','qun',1,['gwfutian']],
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gw_nvyemo:['female','shu',3,['gwgouhun']],
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gw_kairuisi:['female','qun',3,['gwweitu']],
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gw_oudimu:['male','shu',3,['gwjingshi']],
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gw_shasixiwusi:['male','qun',4,['gwjingtian']],
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},
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characterIntro:{
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gw_huoge:'那个老年痴呆?不知道他是活着还是已经被制成标本了!',
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gw_aisinie:'树精皇后有着熔银做成的眼睛,冰冷铸钢的心脏。',
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gw_gaier:'画作应该要传达情绪,而不是字句。',
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gw_enxier:'我可没什么耐心,最好小心点,否则脑袋不保',
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gw_yenaifa:'魔法是艺术、混沌与科学的结合。因为魔法的确是一门技艺也是一种诅咒。',
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gw_telisi:'我可以照顾我自己,相信我。',
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gw_jieluote:'如果要付出这种代价才能拯救世界,那最好还是让世界消逝吧。',
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gw_xili:'我想去哪,就去哪。',
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gw_luoqi:'是个爱国者…还是个货真价实的王八蛋。',
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gw_yioufeisi:'国王还是乞丐,两者有何区别,人类少一个算一个',
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},
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skill:{
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gwjingtian:{
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clickable:function(player){
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player.addTempSkill('gwjingtian2');
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player.directgain(get.cards());
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player.$draw();
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player.storage.gwjingtian--;
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player.updateMark('gwjingtian',true);
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player.logSkill('gwjingtian');
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if(_status.imchoosing){
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delete _status.event._cardChoice;
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delete _status.event._targetChoice;
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game.check();
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}
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},
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clickableFilter:function(player){
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return player.storage.gwjingtian>0&&!player.hasSkill('gwjingtian2');
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},
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init:function(player){
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player.storage.gwjingtian=0;
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},
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trigger:{player:'phaseDrawBefore'},
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forced:true,
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content:function(){
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trigger.cancel();
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player.storage.gwjingtian+=3;
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player.updateMark('gwjingtian',true);
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},
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group:'gwjingtian_ai',
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mark:true,
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intro:{
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mark:function(dialog,content,player){
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if(player.isUnderControl(true)){
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if(_status.gameStarted&&player.storage.gwjingtian>0&&!player.hasSkill('gwjingtian2')){
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dialog.add(ui.create.div('.menubutton.pointerdiv','点击发动',function(){
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lib.skill.gwjingtian.clickable(player);
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}));
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}
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var list=[];
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var num=Math.min(9,ui.cardPile.childElementCount);
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for(var i=0;i<num;i++){
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list.push(ui.cardPile.childNodes[i]);
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}
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dialog.addSmall(list);
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}
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else{
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dialog.addText('剩余'+content+'次');
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}
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},
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content:function(content,player){
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if(player.isUnderControl(true)){
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var list=[];
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var num=Math.min(9,ui.cardPile.childElementCount);
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for(var i=0;i<num;i++){
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list.push(ui.cardPile.childNodes[i]);
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}
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return get.translation(list);
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}
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else{
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return '剩余'+content+'次';
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}
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}
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},
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subSkill:{
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ai:{
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trigger:{global:'drawAfter'},
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filter:function(event,player){
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return (_status.auto||!player.isUnderControl(true))&&player.storage.gwjingtian>0&&!player.hasSkill('gwjingtian2');
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},
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popup:false,
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check:function(event,player){
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var value=0,card=ui.cardPile.firstChild;
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if(card){
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value=get.value(card);
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}
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if(value>=6) return true;
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if(value>=5&&get.type(card)!='equip'&&player.storage.gwjingtian>=3) return true;
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if(player.storage.gwjingtian>3&&value>3) return true;
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return false;
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},
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content:function(){
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lib.skill.gwjingtian.clickable(player);
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}
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}
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}
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},
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gwjingtian2:{},
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gwjingshi:{
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enable:'phaseUse',
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usable:1,
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direct:true,
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delay:0,
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filter:function(event,player){
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return game.hasPlayer(function(current){
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return current.countCards('h');
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})
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},
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content:function(){
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'step 0'
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var targets=game.filterPlayer(function(current){
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return current.countCards('h');
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});
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var num=targets.length;
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for(var i=0;i<targets.length;i++){
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targets[i]=[targets[i],targets[i].countCards('h',{color:'black'})];
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}
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targets.sort(function(a,b){
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return b[1]-a[1];
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});
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for(var i=1;i<targets.length;i++){
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if(targets[i][1]<targets[0][1]){
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targets.splice(i);break;
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}
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}
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for(var i=0;i<targets.length;i++){
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targets[i]=targets[i][0];
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}
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event.targets=targets;
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var rand=Math.random();
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var choice=targets.randomGet();
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player.chooseTarget('猜测手牌中黑色牌最多的角色',true,function(card,player,target){
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return target.countCards('h');
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}).set('ai',function(target){
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if(rand<0.6||player==game.me){
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return target.isMaxHandcard()?1:0;
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}
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else if(rand<0.8){
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return target==choice?1:0;
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}
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else{
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return Math.random();
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}
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});
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'step 1'
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if(event.targets.contains(result.targets[0])){
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player.popup('成功');
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game.log(player,'发动','【镜师】','成功');
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var dialog=ui.create.dialog('hidden');
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dialog.add('获得任意一名角色的一张手牌');
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var list=game.filterPlayer(function(current){
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return current!=player&¤t.countCards('h');
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}).sortBySeat();
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for(var i=0;i<list.length;i++){
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dialog.addText(get.translation(list[i]));
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dialog.add(list[i].getCards('h'));
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}
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player.chooseButton(dialog,true).set('ai',function(button){
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if(get.attitude(player,get.owner(button))>0) return -1;
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return get.value(button.link);
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});
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}
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else{
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player.popup('失败');
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game.log(player,'发动','【镜师】','失败');
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event.finish();
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}
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'step 2'
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if(result.bool&&result.links&&result.links.length){
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var owner=get.owner(result.links[0]);
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if(owner){
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owner.give(result.links,player);
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player.line(owner);
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}
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else{
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player.gain(result.links,'gain2');
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}
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}
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}
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},
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gwweitu:{
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trigger:{player:'discardAfter'},
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forced:true,
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filter:function(event,player){
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return player.hujia<3;
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},
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content:function(){
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var num=Math.min(trigger.cards.length,3-player.hujia);
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if(num>0){
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player.changeHujia(num);
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}
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},
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init:function(player){
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player.storage.gwweitu=0;
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},
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intro:{
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content:'护甲自上次计算起已抵挡#点伤害'
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},
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group:'gwweitu_gain',
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subSkill:{
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gain:{
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trigger:{player:'damageZero'},
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filter:function(event){
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return event.hujia;
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},
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forced:true,
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content:function(){
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player.storage.gwweitu++;
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if(player.storage.gwweitu>=3){
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player.storage.gwweitu-=3;
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player.unmarkSkill('gwweitu');
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var list=get.typeCard('spell_silver');
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if(list.length){
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player.gain(game.createCard(list.randomGet()),'draw');
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}
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}
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else{
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player.markSkill('gwweitu',true);
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}
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}
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}
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},
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ai:{
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threaten:0.7,
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'discard')&&target.hujia<3&&
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target.countCards('he')&¤t<0){
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return 0;
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}
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},
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player:function(card,player){
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if(player.hujia>=3) return;
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if(_status.event.name!='chooseToUse'||_status.event.player!=player) return;
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if(get.type(card)=='basic') return;
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if(get.tag(card,'gain')) return;
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if(get.value(card,player,'raw')>=7) return;
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if(player.needsToDiscard()>1) return;
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return 'zeroplayertarget';
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}
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}
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}
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},
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gwgouhun:{
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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discard:false,
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prepare:'give',
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filterTarget:function(card,player,target){
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return target!=player&&target.countCards('h');
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},
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check:function(card){
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return 7-get.value(card);
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},
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content:function(){
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'step 0'
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target.gain(cards,player);
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event.card=cards[0];
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event.suit=get.suit(cards[0]);
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'step 1'
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var hs=target.getCards('h');
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var num1=0;
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var num2=0;
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for(var i=0;i<hs.length;i++){
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if(get.suit(hs[i])==event.suit){
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num1++;
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}
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else{
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num2++;
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}
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}
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event.num1=num1;
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event.num2=num2;
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var list=[
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'将手牌中的'+get.translation(event.suit)+'牌交给'+get.translation(player),
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'弃置手牌中的非'+get.translation(event.suit)+'牌',
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'进入混乱状态直到下一回合结束'
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];
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if(num1&&num2){
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target.chooseControlList(list,true,function(){
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if(num1>2&&num2>3){
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return 2;
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}
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if(num1>num2/2){
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return 1;
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}
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else if(num1<num2/2){
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return 0;
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}
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return get.rand(2);
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});
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}
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else if(num1){
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list.splice(1,1);
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target.chooseControlList(list,true,function(){
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if(num1>2) return 1;
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return 0;
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||
});
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||
}
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||
else if(num2){
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list.splice(0,1);
|
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target.chooseControlList(list,true,function(){
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if(num2>3) return 1;
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return 0;
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||
});
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||
}
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||
else{
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||
target.goMad({player:'phaseAfter'});
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
var index=result.index;
|
||
var cards1=target.getCards('h',function(card){
|
||
return get.suit(card)==event.suit;
|
||
});
|
||
var cards2=target.getCards('h',function(card){
|
||
return get.suit(card)!=event.suit;
|
||
});
|
||
if(typeof index=='number'){
|
||
if(event.num1&&event.num2){
|
||
if(index==0){
|
||
target.give(cards1,player);
|
||
}
|
||
else if(index==1){
|
||
target.discard(cards2);
|
||
}
|
||
else{
|
||
target.goMad({player:'phaseAfter'});
|
||
}
|
||
}
|
||
else{
|
||
if(index==1){
|
||
target.goMad({player:'phaseAfter'});
|
||
}
|
||
else if(event.num1){
|
||
target.give(cards1,player);
|
||
}
|
||
else{
|
||
target.discard(cards2);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
order:9,
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.sqrt(target.countCards('h'));
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwfutian:{
|
||
trigger:{player:'damageBefore'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
ai:{
|
||
nofire:true,
|
||
nothunder:true,
|
||
nodamage:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.tag(card,'damage')) return [0,0];
|
||
}
|
||
},
|
||
},
|
||
init:function(player){
|
||
player.storage.gwfutian=0;
|
||
},
|
||
intro:{
|
||
content:'弃置的牌总点数:#'
|
||
},
|
||
unique:true,
|
||
onremove:true,
|
||
group:'gwfutian_discard',
|
||
subSkill:{
|
||
discard:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current!=player&¤t.countCards('h');
|
||
});
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget('覆天:弃置一名角色的一张手牌',function(card,player,target){
|
||
return target!=player&&target.countCards('h');
|
||
}).set('ai',function(target){
|
||
if(target.hasSkillTag('noh')) return 0;
|
||
return -get.attitude(player,target)/Math.sqrt(target.countCards('h'));
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.discardPlayerCard(target,'h',true);
|
||
player.line(target,'green');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(result.bool&&result.cards&&result.cards.length){
|
||
player.storage.gwfutian+=get.number(result.cards[0]);
|
||
player.markSkill('gwfutian',true);
|
||
}
|
||
'step 3'
|
||
if(player.storage.gwfutian>=24){
|
||
player.$skill('覆天','legend','metal');
|
||
player.removeSkill('gwfutian');
|
||
player.addSkill('gwzhongmo');
|
||
player.setAvatar('gw_kanbi','gw_hanmuduoer');
|
||
player.maxHp+=4;
|
||
player.hp=player.maxHp;
|
||
player.update();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwzhongmo:{
|
||
trigger:{player:'phaseDrawBefore'},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
var list=['bronze','silver','gold'];
|
||
list.randomRemove();
|
||
var cards=[];
|
||
for(var i=0;i<list.length;i++){
|
||
var list2=get.typeCard('spell_'+list[i]);
|
||
if(list2.length){
|
||
cards.push(game.createCard(list2.randomGet()));
|
||
}
|
||
}
|
||
if(cards.length){
|
||
player.gain(cards,'draw2');
|
||
}
|
||
}
|
||
},
|
||
gwyewu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
if(!player.countCards('he')) return false;
|
||
var targets=player.getEnemies();
|
||
for(var i=0;i<targets.length;i++){
|
||
if(targets[i].countCards('he')) return true;
|
||
}
|
||
return false;
|
||
},
|
||
filterCard:true,
|
||
position:'he',
|
||
check:function(card){
|
||
return 8-get.value(card);
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
event.targets=player.getEnemies();
|
||
event.color=get.color(cards[0]);
|
||
event.num=0;
|
||
'step 1'
|
||
event.repeat=false;
|
||
var list=game.filterPlayer(function(current){
|
||
return event.targets.contains(current)&¤t.countCards('he');
|
||
});
|
||
if(list.length){
|
||
var target=list.randomGet();
|
||
var card=target.randomDiscard()[0];
|
||
player.line(target,'green');
|
||
event.num++;
|
||
if(card&&get.color(card)==event.color){
|
||
event.redo();
|
||
}
|
||
}
|
||
'step 2'
|
||
var togain=[];
|
||
for(var i=0;i<event.num;i++){
|
||
togain.push(game.createCard('gw_wuyao'));
|
||
}
|
||
player.gain(togain,'gain2');
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
g_gw_wuyao:{
|
||
trigger:{player:'phaseAfter'},
|
||
silent:true,
|
||
content:function(){
|
||
var cards=player.getCards('h','gw_wuyao');
|
||
if(cards.length){
|
||
player.lose(cards).position=null;
|
||
}
|
||
}
|
||
},
|
||
shuangxi:{
|
||
enable:'phaseUse',
|
||
round:2,
|
||
filterTarget:function(card,player,target){
|
||
if(player.getStat('damage')){
|
||
return player.canUse('gw_baishuang',target);
|
||
}
|
||
else{
|
||
return player.canUse('gw_ciguhanshuang',target);
|
||
}
|
||
},
|
||
// changeTarget:function(player,targets){
|
||
// if(!player.getStat('damage')){
|
||
// game.filterPlayer(function(current){
|
||
// return get.distance(targets[0],current,'pure')==1;
|
||
// },targets);
|
||
// }
|
||
// },
|
||
selectTarget:function(){
|
||
if(_status.event.player.getStat('damage')){
|
||
return [1,3];
|
||
}
|
||
else{
|
||
return 1;
|
||
}
|
||
},
|
||
delay:0,
|
||
multitarget:true,
|
||
multiline:true,
|
||
prompt:function(){
|
||
if(_status.event.player.getStat('damage')){
|
||
return '视为使用一张【白霜】';
|
||
}
|
||
else{
|
||
return '视为使用一张【刺骨寒霜】';
|
||
}
|
||
},
|
||
content:function(){
|
||
if(player.getStat('damage')){
|
||
player.useCard({name:'gw_baishuang'},targets);
|
||
}
|
||
else{
|
||
player.useCard({name:'gw_ciguhanshuang'},targets);
|
||
}
|
||
},
|
||
ai:{
|
||
order:1,
|
||
result:{
|
||
player:function(player,target){
|
||
if(player.getStat('damage')){
|
||
return get.effect(target,{name:'gw_baishuang'},player,player);
|
||
}
|
||
else{
|
||
return get.effect(target,{name:'gw_ciguhanshuang'},player,player);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
yangfan:{
|
||
trigger:{player:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return get.type(event.card)!='equip'&&player.countCards('h',{color:get.color(event.card)})>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var cards=player.getCards('h',{suit:get.suit(trigger.card)});
|
||
if(!cards.length){
|
||
cards=player.getCards('h',{color:get.color(trigger.card)});
|
||
}
|
||
if(!cards.length){
|
||
event.finish();
|
||
return;
|
||
}
|
||
event.chosen=cards.randomGet();
|
||
game.delay(0.5)
|
||
'step 1'
|
||
var card=event.chosen;
|
||
player.lose(card,ui.special);
|
||
player.$throw(card,1000);
|
||
game.delay(0.5);
|
||
game.log(player,'重铸了',card);
|
||
'step 2'
|
||
player.draw().log=false;
|
||
},
|
||
ai:{
|
||
pretao:true
|
||
}
|
||
},
|
||
gwfengshi:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseControlList(get.prompt('gwfengshi'),['为自己施加一个随机负面效果,并对两名随机敌人施加一个随机负面效果','为自己施加两个随机正面效果,并对一名随机敌人施加一个随机正面效果'],function(){
|
||
if(player.getEnemies().length<2) return 1;
|
||
if(player.hp<=1) return 1;
|
||
if(player.hp==2&&Math.random()<0.5) return 1;
|
||
return 0;
|
||
});
|
||
'step 1'
|
||
if(result.index!=2){
|
||
player.logSkill('gwfengshi');
|
||
if(result.index==0){
|
||
event.debuff=[player].addArray(player.getEnemies().randomGets(2));
|
||
}
|
||
else{
|
||
event.buff=[player,player,player.getEnemies().randomGet()];
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.debuff&&event.debuff.length){
|
||
player.line(event.debuff.shift().getDebuff(false).addExpose(0.1),'green');
|
||
event.redo();
|
||
}
|
||
'step 3'
|
||
if(event.buff&&event.buff.length){
|
||
player.line(event.buff.shift().getBuff(false).addExpose(0.1),'green');
|
||
event.redo();
|
||
}
|
||
'step 4'
|
||
game.delay();
|
||
}
|
||
},
|
||
gwchenshui:{
|
||
trigger:{player:'damageBefore',source:'damageBefore'},
|
||
forced:true,
|
||
init:function(player){
|
||
player.storage.gwchenshui=0;
|
||
},
|
||
mark:true,
|
||
intro:{
|
||
content:function(storage){
|
||
if(!storage){
|
||
return '未发动过沉睡效果';
|
||
}
|
||
else{
|
||
return '累计发动过'+storage+'次沉睡效果';
|
||
}
|
||
}
|
||
},
|
||
logTarget:function(event,player){
|
||
if(player==event.source) return event.player;
|
||
return event.source;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.storage.gwchenshui++;
|
||
player.updateMarks();
|
||
if(trigger.source!=trigger.player&&trigger.source.isIn()&&trigger.player.isIn()){
|
||
var cards=trigger.player.getCards('he');
|
||
if(cards.length){
|
||
trigger.player.give(cards.randomGet(),trigger.source);
|
||
}
|
||
}
|
||
},
|
||
onremove:true,
|
||
group:'gwchenshui_juexing',
|
||
subSkill:{
|
||
juexing:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
return player.storage.gwchenshui>=3;
|
||
},
|
||
skillAnimation:true,
|
||
animationStr:'觉醒',
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.removeSkill('gwchenshui');
|
||
player.setAvatar('gw_laomaotou','gw_laomaotou2');
|
||
event.list=player.getEnemies().sortBySeat();
|
||
'step 1'
|
||
if(event.list.length){
|
||
var target=event.list.shift();
|
||
player.line(target,'green');
|
||
target.damage();
|
||
event.redo();
|
||
}
|
||
'step 2'
|
||
player.addSkill('gwliedi');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.6,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
if(player.hasSkillTag('jueqing',false,target)) return;
|
||
if(!target.countCards('he')) return 'zeroplayertarget';
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwliedi:{
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&player.distanceTo(event.player)>=2;
|
||
},
|
||
content:function(){
|
||
trigger.num+=Math.floor(Math.max(1,player.distanceTo(trigger.player))/2);
|
||
},
|
||
group:['gwliedi_sleep','gwliedi_damage'],
|
||
onremove:true,
|
||
subSkill:{
|
||
damage:{
|
||
trigger:{source:'damageEnd'},
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return event.player!=player;
|
||
},
|
||
content:function(){
|
||
player.storage.gwliedi=-1;
|
||
},
|
||
},
|
||
sleep:{
|
||
trigger:{player:'phaseEnd'},
|
||
silent:true,
|
||
content:function(){
|
||
if(player.storage.gwliedi!=1){
|
||
if(player.storage.gwliedi==-1){
|
||
player.storage.gwliedi=0;
|
||
}
|
||
else{
|
||
player.storage.gwliedi=1;
|
||
}
|
||
}
|
||
else{
|
||
player.logSkill('gwliedi');
|
||
player.addSkill('gwchenshui');
|
||
player.removeSkill('gwliedi');
|
||
player.setAvatar('gw_laomaotou','gw_laomaotou');
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
julian:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return !player.isMaxHandcard();
|
||
},
|
||
content:function(){
|
||
var num=0;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
num=Math.max(num,game.players[i].countCards('h'));
|
||
}
|
||
}
|
||
var dh=num-player.countCards('h');
|
||
if(dh>0){
|
||
player.draw(dh);
|
||
}
|
||
}
|
||
},
|
||
gwfusheng:{
|
||
enable:'chooseToUse',
|
||
filter:function(event,player){
|
||
return event.type=='dying'&&event.dying&&!event.dying.isTurnedOver();
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target==_status.event.dying;
|
||
},
|
||
selectTarget:-1,
|
||
content:function(){
|
||
target.turnOver();
|
||
target.recover();
|
||
if(player!=target){
|
||
game.asyncDraw([player,target]);
|
||
}
|
||
else{
|
||
player.draw(2);
|
||
}
|
||
},
|
||
ai:{
|
||
order:0.1,
|
||
skillTagFilter:function(player){
|
||
if(!_status.event.dying||_status.event.dying.isTurnedOver()) return false;
|
||
},
|
||
save:true,
|
||
result:{
|
||
target:3
|
||
},
|
||
threaten:1.6
|
||
},
|
||
},
|
||
gwqinwu:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event,player){
|
||
return get.type(event.card)=='basic';
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt2('gwqinwu')).ai=function(target){
|
||
var att=get.attitude(player,target);
|
||
if(att<=0) return 0;
|
||
att+=1-get.distance(player,target,'absolute')/game.players.length;
|
||
if(target.hasSkill('gwqinwu')){
|
||
att/=1.5;
|
||
}
|
||
if(target.hasJudge('lebu')||target.skipList.contains('phaseUse')){
|
||
att/=2;
|
||
}
|
||
return att;
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=result.targets[0];
|
||
player.logSkill('gwqinwu',target);
|
||
target.draw();
|
||
if(!target.hasSkill('gwqinwu')){
|
||
target.addTempSkill('gwqinwu',{player:'phaseAfter'});
|
||
target.addTempSkill('gwqinwu2',{player:'phaseAfter'});
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
gwqinwu2:{
|
||
mark:true,
|
||
intro:{
|
||
content:'获得【琴舞】直到下一回合结束'
|
||
}
|
||
},
|
||
huanshu:{
|
||
trigger:{player:'phaseEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0&&!player.hasSkill('huangshu2');
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseCard(get.prompt2('huanshu')).ai=function(card){
|
||
return 6-get.value(card);
|
||
};
|
||
"step 1"
|
||
if(result.bool){
|
||
player.$give(result.cards,player);
|
||
player.logSkill('huanshu');
|
||
player.storage.huanshu2=result.cards[0];
|
||
player.lose(result.cards,ui.special);
|
||
player.addSkill('huanshu2');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.4
|
||
},
|
||
},
|
||
huanshu2:{
|
||
intro:{
|
||
content:function(storage,player){
|
||
if(player.isUnderControl(true)){
|
||
return '当一名敌方角色使用'+get.translation(get.color(storage))+'锦囊牌时,移去'+get.translation(storage)+',取消锦囊的效果,并摸两张牌';
|
||
}
|
||
else{
|
||
return '当一名敌方角色使用与“幻术”牌颜色相同的锦囊牌时,移去“幻术”牌,取消锦囊的效果,并摸两张牌';
|
||
}
|
||
},
|
||
onunmark:function(storage,player){
|
||
if(storage){
|
||
storage.discard();
|
||
delete player.storage.huanshu2;
|
||
}
|
||
}
|
||
},
|
||
trigger:{global:'useCard'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return player.getEnemies().contains(event.player)&&
|
||
get.type(event.card,'trick')=='trick'&&get.color(event.card)==get.color(player.storage.huanshu2);
|
||
},
|
||
mark:true,
|
||
content:function(){
|
||
'step 0'
|
||
game.delay(0.5);
|
||
player.addExpose(0.1);
|
||
trigger.player.addExpose(0.1);
|
||
'step 1'
|
||
player.showCards(player.storage.huanshu2,get.translation(player)+'发动了【幻术】');
|
||
'step 2'
|
||
player.removeSkill('huanshu2');
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
player.draw(2);
|
||
},
|
||
group:'huanshu3'
|
||
},
|
||
huanshu3:{
|
||
trigger:{player:'phaseBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
player.$throw(player.storage.huanshu2);
|
||
game.log(player,'弃置了',player.storage.huanshu2);
|
||
player.removeSkill('huanshu2');
|
||
}
|
||
},
|
||
gwjieyin:{
|
||
group:'gwjieyin_reset',
|
||
init:function(player){
|
||
player.storage.gwjieyin=[];
|
||
},
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.storage.gwjieyin.length<3;
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
return ui.create.dialog('结印',[[['','','gw_wenyi'],['','','gw_yanziyaoshui'],['','','gw_kunenfayin']],'vcard'],'hidden');
|
||
},
|
||
filter:function(button,player){
|
||
if(player.storage.gwjieyin.contains(button.link[2])){
|
||
return false;
|
||
}
|
||
return true;
|
||
},
|
||
check:function(button){
|
||
var player=_status.event.player;
|
||
if(button.link[2]=='gw_yanziyaoshui'){
|
||
if(game.hasPlayer(function(current){
|
||
return get.attitude(player,current)>1&¤t.isMinHandcard();
|
||
})){
|
||
return 3;
|
||
}
|
||
else if((game.roundNumber-player.storage.gwjieyin_round)%2==0){
|
||
return 0;
|
||
}
|
||
else{
|
||
return 0.5;
|
||
}
|
||
}
|
||
else if(button.link[2]=='gw_wenyi'){
|
||
if(game.countPlayer(function(current){
|
||
if(current.isMinHp()&¤t.countCards('he')){
|
||
return -get.sgn(get.attitude(player,current));
|
||
}
|
||
})>0){
|
||
return 2;
|
||
}
|
||
else{
|
||
return 0;
|
||
}
|
||
}
|
||
else{
|
||
return 1;
|
||
}
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
filterCard:function(){return false},
|
||
selectCard:-1,
|
||
viewAs:{name:links[0][2]},
|
||
popname:true,
|
||
onuse:function(result,player){
|
||
player.logSkill('gwjieyin');
|
||
player.storage.gwjieyin.add(result.card.name);
|
||
}
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '选择'+get.translation(links[0][2])+'的目标';
|
||
}
|
||
},
|
||
subSkill:{
|
||
reset:{
|
||
trigger:{player:'phaseBegin'},
|
||
silent:true,
|
||
content:function(){
|
||
if(typeof player.storage.gwjieyin_round=='number'){
|
||
var num=game.roundNumber-player.storage.gwjieyin_round;
|
||
if(num&&num%2==0){
|
||
player.storage.gwjieyin.length=0;
|
||
player.storage.gwjieyin_round=game.roundNumber;
|
||
}
|
||
}
|
||
else{
|
||
player.storage.gwjieyin_round=game.roundNumber;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:6,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
zhengjun:{
|
||
init:function(player){
|
||
player.storage.zhengjun=[];
|
||
player.storage.zhengjun_one=[];
|
||
},
|
||
trigger:{player:'zhengjun'},
|
||
forced:true,
|
||
intro:{
|
||
content:'已经使用或打出过至少两张同名牌的牌有:$'
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.markSkill('zhengjun');
|
||
player.gainMaxHp();
|
||
'step 1'
|
||
player.recover();
|
||
},
|
||
group:['zhengjun_one','zhengjun_draw'],
|
||
subSkill:{
|
||
one:{
|
||
trigger:{player:['useCard','respondAfter']},
|
||
silent:true,
|
||
content:function(){
|
||
if(player.storage.zhengjun_one.contains(trigger.card.name)){
|
||
if(!player.storage.zhengjun.contains(trigger.card.name)){
|
||
player.storage.zhengjun.add(trigger.card.name);
|
||
event.trigger('zhengjun');
|
||
}
|
||
}
|
||
else{
|
||
player.storage.zhengjun_one.add(trigger.card.name);
|
||
}
|
||
}
|
||
},
|
||
draw:{
|
||
trigger:{player:'phaseEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return player.storage.zhengjun.length>=1;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
if(player.storage.zhengjun.length==1){
|
||
player.draw();
|
||
event.finish();
|
||
return;
|
||
}
|
||
event.cards=get.cards(player.storage.zhengjun.length);
|
||
player.chooseCardButton('整军:获得其中一张牌',true,event.cards).set('ai',function(button){
|
||
return get.useful(button.link);
|
||
});
|
||
'step 1'
|
||
if(result.bool){
|
||
var card=result.links[0];
|
||
card.fix();
|
||
player.gain(card,'draw');
|
||
event.cards.remove(card);
|
||
}
|
||
'step 2'
|
||
while(event.cards.length){
|
||
ui.cardPile.insertBefore(event.cards.pop(),ui.cardPile.firstChild);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwxuezhan:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return player.isMinHandcard();
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
player.gain(game.createCard('gw_shizizhaohuan'),'gain2');
|
||
}
|
||
},
|
||
jielue:{
|
||
trigger:{player:'useCard'},
|
||
frequent:true,
|
||
oncancel:function(event,player){
|
||
player.addTempSkill('jielue2');
|
||
},
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('jielue2')&&get.type(event.card)=='basic';
|
||
},
|
||
check:function(event,player){
|
||
return get.value(event.card)>3;
|
||
},
|
||
content:function(){
|
||
player.gain([game.createCard(trigger.card),game.createCard(trigger.card)],'gain2');
|
||
},
|
||
ai:{
|
||
pretao:true
|
||
}
|
||
},
|
||
jielue2:{},
|
||
bolang:{
|
||
trigger:{player:'phaseBegin'},
|
||
frequent:true,
|
||
init:function(player){
|
||
player.storage.bolang=[];
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var cards=[];
|
||
for(var i=0;i<ui.cardPile.childElementCount;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
player.chooseCardButton('搏浪:将至多3张牌移至弃牌堆',[1,3],cards.slice(0,6)).ai=function(button){
|
||
if(button.link==cards[0]||button.link==cards[1]){
|
||
return get.value(button.link)-5;
|
||
}
|
||
else if(button.link==cards[4]||button.link==cards[5]){
|
||
return get.value(button.link)/5;
|
||
}
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
for(var i=0;i<player.storage.bolang.length;i++){
|
||
if(!player.storage.bolang[i].vanishtag.contains('bolang')){
|
||
player.storage.bolang.splice(i--,1);
|
||
}
|
||
}
|
||
player.storage.bolang.addArray(result.links);
|
||
for(var i=0;i<result.links.length;i++){
|
||
result.links[i].vanishtag.add('bolang');
|
||
result.links[i].discard();
|
||
}
|
||
}
|
||
},
|
||
group:'bolang_gain',
|
||
subSkill:{
|
||
gain:{
|
||
trigger:{source:'damageEnd'},
|
||
direct:true,
|
||
usable:1,
|
||
filter:function(event,player){
|
||
for(var i=0;i<player.storage.bolang.length;i++){
|
||
if(player.storage.bolang[i].vanishtag.contains('bolang')){
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
for(var i=0;i<player.storage.bolang.length;i++){
|
||
if(player.storage.bolang[i].vanishtag.contains('bolang')){
|
||
list.push(player.storage.bolang[i]);
|
||
}
|
||
}
|
||
player.chooseCardButton(true,list,get.prompt('bolang'));
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('bolang');
|
||
player.gain(result.links,'gain2');
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwjushi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('gwjushi2');
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&get.distance(player,target)<=1&&target.countCards('he');
|
||
},
|
||
content:function(){
|
||
var hs=target.getCards('he');
|
||
if(hs.length){
|
||
var card=hs.randomGet();
|
||
target.$give(card,player);
|
||
player.storage.gwjushi2=card;
|
||
player.storage.gwjushi3=target;
|
||
player.storage.gwjushi4=get.position(card);
|
||
target.lose(card,ui.special);
|
||
player.addSkill('gwjushi2');
|
||
}
|
||
}
|
||
},
|
||
gwjushi2:{
|
||
mark:'card',
|
||
intro:{
|
||
content:'受到伤害时,令此牌回归原位;准备阶段,你获得此牌'
|
||
},
|
||
trigger:{player:['phaseBegin','damageEnd']},
|
||
forced:true,
|
||
content:function(){
|
||
var card=player.storage.gwjushi2;
|
||
var target=player.storage.gwjushi3;
|
||
if(trigger.name=='damage'){
|
||
if(target.isIn()){
|
||
if(player.storage.gwjushi4=='e'&&get.type(card)=='equip'){
|
||
target.equip(card);
|
||
player.$give(card,target);
|
||
game.delay();
|
||
}
|
||
else{
|
||
player.give(card,target);
|
||
}
|
||
}
|
||
else{
|
||
card.discard();
|
||
}
|
||
}
|
||
else{
|
||
player.gain(card,'gain2');
|
||
}
|
||
player.removeSkill('gwjushi2');
|
||
},
|
||
onremove:['gwjushi2','gwjushi3','gwjushi4'],
|
||
ai:{
|
||
threaten:1.5
|
||
}
|
||
},
|
||
gwfengchi:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
var list=get.gainableSkills(function(info){
|
||
if(typeof info.enable=='string') return info.enable=='phaseUse';
|
||
if(Array.isArray(info.enable)) return info.enable.contains('phaseUse');
|
||
});
|
||
list.remove(player.getSkills());
|
||
list=list.randomGets(3);
|
||
event.skillai=function(){
|
||
return get.max(list,get.skillRank,'item');
|
||
};
|
||
if(event.isMine()){
|
||
var dialog=ui.create.dialog('forcebutton');
|
||
dialog.add('风驰:选择获得一项技能');
|
||
var clickItem=function(){
|
||
_status.event._result=this.link;
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
for(var i=0;i<list.length;i++){
|
||
if(lib.translate[list[i]+'_info']){
|
||
var translation=get.translation(list[i]);
|
||
if(translation[0]=='新'&&translation.length==3){
|
||
translation=translation.slice(1,3);
|
||
}
|
||
else{
|
||
translation=translation.slice(0,2);
|
||
}
|
||
var item=dialog.add('<div class="popup pointerdiv" style="width:80%;display:inline-block"><div class="skill">【'+
|
||
translation+'】</div><div>'+lib.translate[list[i]+'_info']+'</div></div>');
|
||
item.firstChild.addEventListener('click',clickItem);
|
||
item.firstChild.link=list[i];
|
||
}
|
||
}
|
||
dialog.add(ui.create.div('.placeholder'));
|
||
event.switchToAuto=function(){
|
||
event._result=event.skillai();
|
||
dialog.close();
|
||
game.resume();
|
||
};
|
||
_status.imchoosing=true;
|
||
game.pause();
|
||
}
|
||
else{
|
||
event._result=event.skillai();
|
||
}
|
||
'step 1'
|
||
_status.imchoosing=false;
|
||
var link=result;
|
||
player.addTempSkill(link,'phaseUseAfter');
|
||
player.popup(link);
|
||
game.log(player,'获得了技能','【'+get.translation(link)+'】');
|
||
game.delay();
|
||
}
|
||
},
|
||
lingji:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
content:function(){
|
||
'step 0'
|
||
player.draw(2);
|
||
'step 1'
|
||
player.chooseToDiscard('he',2,true).ai=function(card){
|
||
var val=get.value(card);
|
||
if(ui.selected.cards.length){
|
||
if(get.suit(card)==get.suit(ui.selected.cards[0])) val++;
|
||
if(get.number(card)==get.number(ui.selected.cards[0])) val+=3;
|
||
}
|
||
return val;
|
||
}
|
||
'step 2'
|
||
if(result.cards.length==2){
|
||
var list=[];
|
||
if(get.suit(result.cards[0])==get.suit(result.cards[1])){
|
||
var list1=get.typeCard('spell_bronze');
|
||
if(list1.length){
|
||
list.push(game.createCard(list1.randomGet()));
|
||
}
|
||
}
|
||
if(get.number(result.cards[0])==get.number(result.cards[1])){
|
||
var list2=get.typeCard('spell_silver');
|
||
if(list2.length){
|
||
list.push(game.createCard(list2.randomGet()));
|
||
}
|
||
}
|
||
if(list.length){
|
||
player.gain(list,'gain2');
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:1
|
||
}
|
||
}
|
||
},
|
||
gwjinyan:{
|
||
trigger:{player:['damageBefore']},
|
||
forced:true,
|
||
mark:true,
|
||
filter:function(event,player){
|
||
return game.roundNumber%3!=0;
|
||
},
|
||
content:function(){
|
||
trigger.untrigger();
|
||
trigger.finish();
|
||
},
|
||
group:['gwjinyan_gain'],
|
||
subSkill:{
|
||
gain:{
|
||
trigger:{player:'phaseBegin'},
|
||
frequent:true,
|
||
filter:function(){
|
||
return game.roundNumber%3==0;
|
||
},
|
||
content:function(){
|
||
var list=get.typeCard('spell_gold');
|
||
if(list.length){
|
||
player.gain(game.createCard(list.randomGet()),'gain2');
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:function(){
|
||
if(game.roundNumber%3==0) return 1.6;
|
||
return 0.8;
|
||
},
|
||
nofire:true,
|
||
nothunder:true,
|
||
nodamage:true,
|
||
skillTagFilter:function(){
|
||
if(game.roundNumber%3==0) return false;
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(game.roundNumber%3!=0&&get.tag(card,'damage')){
|
||
return [0,0];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwshenyu:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
if(game.hasPlayer(function(current){
|
||
return current.isDamaged();
|
||
})){
|
||
return true;
|
||
}
|
||
for(var i=0;i<ui.discardPile.childElementCount;i++){
|
||
var card=ui.discardPile.childNodes[i];
|
||
if(card.vanishtag.contains('_gwshenyu')) continue;
|
||
if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=[];
|
||
for(var i=0;i<ui.discardPile.childElementCount;i++){
|
||
var card=ui.discardPile.childNodes[i];
|
||
if(card.vanishtag.contains('_gwshenyu')) continue;
|
||
if(get.type(card)=='spell'&&get.subtype(card)!='spell_gold'){
|
||
list.push(card);
|
||
}
|
||
}
|
||
event.list=list;
|
||
player.chooseTarget(get.prompt('gwshenyu'),function(card,player,target){
|
||
return list.length||target.isDamaged();
|
||
}).ai=function(target){
|
||
var att=get.attitude(player,target);
|
||
if(att<=0) return 0;
|
||
var num=1;
|
||
if(player==target){
|
||
num+=1;
|
||
}
|
||
if(target.hp==1){
|
||
num+=2;
|
||
}
|
||
return num*att;
|
||
};
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('gwshenyu',result.targets);
|
||
event.target=result.targets[0];
|
||
if(!event.list.length){
|
||
event.target.recover();
|
||
event.finish();
|
||
}
|
||
else if(event.target.isHealthy()){
|
||
event.directbool=true;
|
||
}
|
||
else{
|
||
event.target.chooseControl(function(event,player){
|
||
if(player.hp>=3&&!player.needsToDiscard()) return 1;
|
||
if(player.hp==2&&player.hasShan()&&player.countCards('h')<=1) return 1;
|
||
return 0;
|
||
}).set('choiceList',[
|
||
'回复一点体力','从弃牌堆中获得一张非金法术'
|
||
]);
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(!event.directbool&&result.index==0){
|
||
event.target.recover();
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
var list=event.list;
|
||
if(list.length){
|
||
event.target.chooseCardButton('选择一张法术牌',list,true).ai=function(button){
|
||
return get.value(button.link);
|
||
};
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 4'
|
||
if(result.bool){
|
||
result.links[0].vanishtag.add('_gwshenyu');
|
||
event.target.gain(result.links,'gain2','log');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:2,
|
||
expose:0.2
|
||
}
|
||
},
|
||
junchi:{
|
||
trigger:{global:'shaAfter'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.target!=player&&event.target.isIn()&&player.hasCard(function(card){
|
||
return player.canUse(card,event.target,false)&&!get.info(card).multitarget;
|
||
});
|
||
},
|
||
content:function(){
|
||
var next=player.chooseToUse(get.prompt('junchi'),trigger.target,-1).set('targetRequired',true);
|
||
next.prompt2='对'+get.translation(trigger.target)+'使用一张牌,并摸一张牌';
|
||
next.filterCard=function(card){
|
||
return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
|
||
};
|
||
next.oncard=function(){
|
||
player.draw();
|
||
};
|
||
next.logSkill='junchi';
|
||
},
|
||
subSkill:{
|
||
gold:{
|
||
trigger:{global:'useCardAfter'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
return event.player!=player&get.subtype(event.card)=='spell_gold';
|
||
},
|
||
content:function(){
|
||
player.insertPhase();
|
||
}
|
||
}
|
||
},
|
||
// group:'junchi_gold'
|
||
},
|
||
junchi_old:{
|
||
trigger:{global:'shaAfter'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
return event.player!=player&&event.target!=player&&event.player.isIn()&&event.player.countCards('he');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var att=get.attitude(trigger.player,player);
|
||
trigger.player.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').ai=function(card){
|
||
if(att>1){
|
||
if(trigger.target.isIn()){
|
||
return 9-get.value(card);
|
||
}
|
||
return 4-get.value(card);
|
||
}
|
||
return 0;
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('junchi');
|
||
player.gain(result.cards,trigger.player);
|
||
if(get.position(result.cards[0])=='h'){
|
||
trigger.player.$giveAuto(result.cards,player);
|
||
}
|
||
else{
|
||
trigger.player.$give(result.cards,player);
|
||
}
|
||
trigger.player.addExpose(0.2);
|
||
trigger.player.line(player,'green');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(trigger.target.isIn()){
|
||
var next=player.chooseToUse('是否对'+get.translation(trigger.target)+'使用一张牌?',trigger.target,-1).set('targetRequired',true);
|
||
next.filterCard=function(card){
|
||
return player.canUse(card,trigger.target,false)&&!get.info(card).multitarget;
|
||
};
|
||
next.oncard=function(){
|
||
player.recover();
|
||
trigger.player.draw();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hupeng:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 7-get.value(card);
|
||
},
|
||
filterTarget:true,
|
||
content:function(){
|
||
'step 0'
|
||
var att=get.attitude(player,target);
|
||
player.chooseVCardButton('选择令'+get.translation(target)+'获得的牌',['gw_dudayuanshuai1','gw_dudayuanshuai2'],true).ai=function(button){
|
||
if(att>0){
|
||
return button.link[2]=='gw_dudayuanshuai1'?1:-1;
|
||
}
|
||
else{
|
||
return button.link[2]=='gw_dudayuanshuai2'?1:-1;
|
||
}
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
target.gain(game.createCard(result.links[0][2]),'gain2');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5,
|
||
order:6,
|
||
result:{
|
||
target:function(player,target){
|
||
var nh=target.countCards('h');
|
||
if(get.attitude(player,target)>0){
|
||
if(!nh) return 3;
|
||
if(!target.needsToDiscard(1)){
|
||
if(nh==1) return 2.5;
|
||
return 2;
|
||
}
|
||
if(!target.needsToDiscard()) return 1;
|
||
return 0.1;
|
||
}
|
||
else{
|
||
if(!nh) return -0.05;
|
||
if(target.hp==1) return -1;
|
||
if(target.hp==2) return -2.5;
|
||
if(target.hp==3) return -2;
|
||
return -0.5;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
global:['hupeng2','hupeng3','hupeng4']
|
||
},
|
||
hupeng2:{
|
||
mod:{
|
||
cardDiscardable:function(card,player){
|
||
if(card.name=='gw_dudayuanshuai2') return false;
|
||
},
|
||
cardEnabled:function(card,player){
|
||
if(card.name=='gw_dudayuanshuai2') return false;
|
||
},
|
||
cardUsable:function(card,player){
|
||
if(card.name=='gw_dudayuanshuai2') return false;
|
||
},
|
||
cardRespondable:function(card,player){
|
||
if(card.name=='gw_dudayuanshuai2') return false;
|
||
},
|
||
cardSavable:function(card,player){
|
||
if(card.name=='gw_dudayuanshuai2') return false;
|
||
},
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(target.countCards('h','gw_dudayuanshuai1')&&get.attitude(player,target)<0){
|
||
return 0.4;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hupeng3:{
|
||
trigger:{player:'phaseEnd'},
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return player.countCards('h','gw_dudayuanshuai2');
|
||
},
|
||
content:function(){
|
||
var hs=player.getCards('h');
|
||
var hs2=player.getCards('h','gw_dudayuanshuai2');
|
||
hs.remove(hs2);
|
||
if(hs.length){
|
||
hs2.addArray(hs.randomGets(hs2.length));
|
||
}
|
||
player.discard(hs2);
|
||
}
|
||
},
|
||
hupeng4:{
|
||
trigger:{target:'useCardToBefore'},
|
||
forced:true,
|
||
popup:false,
|
||
filter:function(event,player){
|
||
if(event.player==player) return false;
|
||
var num=player.countCards('h','gw_dudayuanshuai1');
|
||
return num>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToUse({name:'gw_dudayuanshuai1'},'是否对'+get.translation(trigger.card)+'使用【杜达元帅】?').set('ai1',function(card){
|
||
return _status.event.bool;
|
||
}).set('bool',-get.effect(player,trigger.card,trigger.player,player));
|
||
trigger.gw_dudayuanshuai1=true;
|
||
'step 1'
|
||
delete trigger.gw_dudayuanshuai1;
|
||
}
|
||
},
|
||
hunmo:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return lib.skill.hunmo.filterTarget(null,player,current);
|
||
});
|
||
},
|
||
filterTarget:function(card,player,target){
|
||
if(target==player) return false;
|
||
if(target.hasSkill('hunmo2')) return false;
|
||
var nh=player.countCards('h');
|
||
var nh2=target.countCards('h');
|
||
if(nh<2) return nh2<2;
|
||
else return nh2>=2;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
target.addTempSkill('hunmo2');
|
||
player.addTempSkill('hunmo3');
|
||
if(player.countCards('h')<2){
|
||
game.asyncDraw([target,player]);
|
||
}
|
||
else{
|
||
player.chooseToDiscard('h',true).delay=false;
|
||
target.chooseToDiscard('h',true).delay=false;
|
||
}
|
||
'step 1'
|
||
game.delay();
|
||
if(typeof player.storage.hunmo!='number'){
|
||
player.storage.hunmo=1;
|
||
}
|
||
else{
|
||
player.storage.hunmo++;
|
||
}
|
||
},
|
||
ai:{
|
||
order:function(){
|
||
var player=_status.event.player;
|
||
if(player.countCards('h')<2) return 11;
|
||
return 6;
|
||
},
|
||
threaten:1.2,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.countCards('h')<2) return 1;
|
||
if(player.hasCard(function(card){
|
||
return get.value(card)<=5
|
||
})){
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
group:'hunmo_draw',
|
||
subSkill:{
|
||
draw:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
return player.hasSkill('hunmo3')&&player.countCards('h')<2;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var num=2-player.countCards('h');
|
||
if(num>0) player.draw(num);
|
||
}
|
||
},
|
||
}
|
||
},
|
||
hunmo2:{},
|
||
hunmo3:{},
|
||
shuijian:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var targets=player.getEnemies();
|
||
var num=0;
|
||
for(var i=0;i<targets.length;i++){
|
||
num+=get.sgn(get.effect(targets[i],{name:'wanjian'},player,player));
|
||
}
|
||
event.targets=targets;
|
||
player.chooseToDiscard(get.prompt('shuijian')).set('ai',function(card){
|
||
if(num>=3) return 10-get.value(card);
|
||
if(num>=2) return 9-get.value(card);
|
||
if(num>=1) return 7-get.value(card);
|
||
return 0;
|
||
}).logSkill='shuijian';
|
||
'step 1'
|
||
if(result.bool){
|
||
for(var i=0;i<event.targets.length;i++){
|
||
event.targets[i].addExpose(0.1);
|
||
}
|
||
player.useCard({name:'wanjian'},event.targets);
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.6
|
||
}
|
||
},
|
||
yunhuo:{
|
||
trigger:{player:'phaseBegin'},
|
||
filter:function(event,player){
|
||
return game.roundNumber%4==0&&event.skill!='yunhuo';
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.insertPhase();
|
||
event.list=player.getEnemies().sortBySeat();
|
||
'step 1'
|
||
if(event.list.length){
|
||
var target=event.list.shift();
|
||
player.line(target,'fire');
|
||
if(target.countCards('h')){
|
||
target.randomDiscard('h',false);
|
||
}
|
||
else{
|
||
target.damage('fire');
|
||
}
|
||
event.redo();
|
||
}
|
||
'step 2'
|
||
game.delayx();
|
||
}
|
||
},
|
||
yinzhang:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:true,
|
||
position:'he',
|
||
check:function(card){
|
||
return 8-get.value(card)
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=get.typeCard('spell_silver').randomGets(3);
|
||
if(!list.length){
|
||
event.finish();
|
||
return;
|
||
}
|
||
var dialog=ui.create.dialog('选择一张加入你的手牌',[list,'vcard'],'hidden');
|
||
player.chooseButton(dialog,true);
|
||
'step 1'
|
||
player.gain(game.createCard(result.links[0][2]),'draw');
|
||
},
|
||
ai:{
|
||
order:8,
|
||
threaten:1.3,
|
||
result:{
|
||
player:1
|
||
},
|
||
}
|
||
},
|
||
tianbian:{
|
||
trigger:{player:'phaseUseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
var num1=0,num2=0;
|
||
var choice;
|
||
if(player.hasUnknown(2)){
|
||
if(game.dead.length==0){
|
||
choice='选项二';
|
||
}
|
||
else{
|
||
choice='cancel2';
|
||
}
|
||
}
|
||
else{
|
||
game.countPlayer(function(current){
|
||
var att=get.attitude(player,current);
|
||
if(att>0){
|
||
num1++;
|
||
}
|
||
else if(att<0){
|
||
num2++;
|
||
}
|
||
});
|
||
choice=(num1>num2)?'选项一':'选项二';
|
||
}
|
||
player.chooseControl('选项一','选项二','cancel2',function(){
|
||
return choice;
|
||
}).set('prompt',get.prompt('tianbian')).set('choiceList',['随机使用一张对全场有正面效果的牌','随机使用一张对全场有负面效果的牌']);
|
||
'step 1'
|
||
if(result.control!='cancel2'){
|
||
player.logSkill('tianbian');
|
||
var list=[];
|
||
for(var i in lib.card){
|
||
if(lib.inpile.contains(i)&&
|
||
lib.card[i].selectTarget==-1&&
|
||
lib.card[i].type!='equip'&&
|
||
lib.card[i].ai&&lib.card[i].ai.tag&&
|
||
lib.card[i].ai.tag.multitarget){
|
||
if(lib.card[i].ai.tag.multineg){
|
||
if(result.control=='选项二'){
|
||
list.push(i);
|
||
}
|
||
}
|
||
else{
|
||
if(result.control=='选项一'){
|
||
list.push(i);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
var name=null;
|
||
while(list.length){
|
||
name=list.randomRemove();
|
||
if(game.hasPlayer(function(current){
|
||
return player.canUse(name,current)
|
||
})){
|
||
break;
|
||
}
|
||
else{
|
||
name=null;
|
||
}
|
||
}
|
||
if(name){
|
||
var targets=game.filterPlayer(function(current){
|
||
return player.canUse(name,current);
|
||
});
|
||
targets.sortBySeat();
|
||
player.useCard({name:name},targets);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwxiaoshou:{
|
||
enable:'phaseUse',
|
||
usable:2,
|
||
filterTarget:function(card,player,target){
|
||
return target.isMaxHp();
|
||
},
|
||
check:function(card){return 7-get.value(card);},
|
||
position:'he',
|
||
filterCard:true,
|
||
content:function(){
|
||
target.damage();
|
||
},
|
||
ai:{
|
||
result:{
|
||
target:function(player,target){
|
||
return get.damageEffect(target,player);
|
||
},
|
||
},
|
||
order:7
|
||
}
|
||
},
|
||
kuanglie:{
|
||
trigger:{player:'useCardToBegin'},
|
||
filter:function(event,player){
|
||
return event.target&&event.target!=player&&event.target.countCards('he')&&get.color(event.card)=='black';
|
||
},
|
||
init:function(player){
|
||
player.storage.kuanglie=0;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.target.randomDiscard();
|
||
player.storage.kuanglie++;
|
||
if(player.storage.kuanglie%2==0){
|
||
player.draw();
|
||
}
|
||
}
|
||
},
|
||
kuanglie2:{},
|
||
gwjiquan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('he');
|
||
},
|
||
selectTarget:[1,Infinity],
|
||
content:function(){
|
||
'step 0'
|
||
player.gainPlayerCard(target,'he',true);
|
||
'step 1'
|
||
target.useCard({name:'sha'},player);
|
||
},
|
||
ai:{
|
||
threaten:1.4,
|
||
order:7,
|
||
result:{
|
||
target:function(player,target){
|
||
if(player.getEquip('tengjia')||player.getEquip('bagua')) return -1;
|
||
if(get.effect(player,{name:'sha'},target,player)>=0) return -1;
|
||
if(!player.hasShan()){
|
||
if(ui.selected.targets.length) return 0;
|
||
if(player.hp>=4) return -1;
|
||
if(player.hp>=3&&target.hp==1) return -1;
|
||
return 0;
|
||
}
|
||
var num=player.countCards('h','shan');
|
||
if(num<1){
|
||
num=1;
|
||
}
|
||
if(ui.selected.targets.length>=num){
|
||
return 0;
|
||
}
|
||
return -1;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
nuhou_old:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 7-get.value(card)
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=player.getEnemies();
|
||
list.sortBySeat();
|
||
event.list=list;
|
||
'step 1'
|
||
if(event.list.length){
|
||
var current=event.list.shift();
|
||
var he=current.getCards('he');
|
||
player.line(current,'green');
|
||
if(he.length){
|
||
current.discard(he.randomGet());
|
||
current.addExpose(0.2);
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai:{
|
||
order:8.5,
|
||
result:{
|
||
player:1
|
||
},
|
||
},
|
||
},
|
||
nuhou:{
|
||
trigger:{player:'damageEnd'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToDiscard(get.prompt2('nuhou'),'he').set('ai',function(card){
|
||
return 8-get.useful(card);
|
||
}).set('logSkill','nuhou');
|
||
'step 1'
|
||
if(result.bool){
|
||
var targets=player.getEnemies();
|
||
if(targets.length){
|
||
var target=targets.randomGet();
|
||
player.line(target,'green');
|
||
target.damage();
|
||
target.randomDiscard();
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:0.8,
|
||
maixie:true,
|
||
maixie_hp:true,
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'damage')){
|
||
var nh=target.countCards('he');
|
||
if(player.hasSkillTag('jueqing',false,target)||nh==0) return [1,-2];
|
||
if(!target.hasFriend()||nh<=1) return;
|
||
if(target.hp>=2) return [1,get.tag(card,'damage')*0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
shewu:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
position:'he',
|
||
filterCard:true,
|
||
selectCard:[1,3],
|
||
check:function(card){
|
||
if(!ui.selected.cards.length){
|
||
return 8-get.value(card)
|
||
}
|
||
var player=_status.event.player;
|
||
if(player.isDamaged()){
|
||
var hs=player.getCards('h');
|
||
var num=0;
|
||
for(var i=0;i<hs.length;i++){
|
||
if(get.value(hs[i])<6){
|
||
num++;
|
||
}
|
||
}
|
||
if(num>=3){
|
||
return 6-get.value(card);
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
content:function(){
|
||
player.draw(3);
|
||
if(cards.length>=2){
|
||
player.addTempSkill('shewu_dist');
|
||
}
|
||
if(cards.length==3){
|
||
player.recover();
|
||
}
|
||
},
|
||
ai:{
|
||
order:4,
|
||
result:{
|
||
player:1
|
||
},
|
||
threaten:1.6
|
||
},
|
||
subSkill:{
|
||
dist:{
|
||
mod:{
|
||
targetInRange:function(){
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwzhanjiang:{
|
||
trigger:{global:'phaseBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return !player.hasSkill('gwzhanjiang2')&&event.player!=player;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var bool=(get.effect(trigger.player,{name:'sha'},player,player)>0&&
|
||
Math.abs(get.attitude(player,trigger.player))>1&&
|
||
game.hasPlayer(function(current){
|
||
return get.attitude(current,player)>0&¤t.hasSha();
|
||
}));
|
||
var next=player.chooseToDiscard(get.prompt('gwzhanjiang',trigger.player),'he');
|
||
next.ai=function(card){
|
||
if(bool) return 7-get.value(card);
|
||
return 0;
|
||
};
|
||
next.logSkill=['gwzhanjiang',trigger.player];
|
||
'step 1'
|
||
if(result.bool){
|
||
player.addTempSkill('gwzhanjiang2',{player:'phaseBegin'});
|
||
event.targets=game.filterPlayer(function(current){
|
||
return current!=trigger.player;
|
||
});
|
||
event.targets.sortBySeat(trigger.player);
|
||
event.num=0;
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets.length){
|
||
event.current=event.targets.shift();
|
||
if(event.current.hasSha()){
|
||
event.current.chooseToUse({name:'sha'},'是否对'+get.translation(trigger.player)+'使用一张杀?',trigger.player,-1).oncard=function(card,player){
|
||
player.draw();
|
||
};
|
||
}
|
||
else{
|
||
event.redo();
|
||
}
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
if(result.bool){
|
||
event.num++;
|
||
if(event.num>=2){
|
||
return;
|
||
}
|
||
}
|
||
event.goto(2);
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.4
|
||
},
|
||
},
|
||
gwzhanjiang2:{},
|
||
gwzhanjiang3:{
|
||
trigger:{player:'useCard'},
|
||
filter:function(event){
|
||
return event.card.name=='sha'&&event.getParent(2).name=='gwzhanjiang';
|
||
},
|
||
forced:true,
|
||
popup:false,
|
||
content:function(){
|
||
player.draw();
|
||
}
|
||
},
|
||
gwchuanxin_old:{
|
||
trigger:{player:'shaAfter'},
|
||
filter:function(event,player){
|
||
if(player.storage.gwchuanxin&&player.storage.gwchuanxin.length>=4) return false;
|
||
return event.target.isAlive();
|
||
},
|
||
check:function(event,player){
|
||
return get.effect(event.target,{name:'sha'},player,player)>0
|
||
},
|
||
logTarget:'target',
|
||
logLine:false,
|
||
content:function(){
|
||
'step 0'
|
||
event.card=get.cards()[0];
|
||
player.showCards(event.card,get.translation(player)+'对'+get.translation(trigger.player)+'发动了【穿心】');
|
||
'step 1'
|
||
if(player.storage.gwchuanxin&&!player.storage.gwchuanxin.contains(get.suit(event.card))){
|
||
player.useCard({name:'sha'},[event.card],trigger.target,false);
|
||
}
|
||
},
|
||
group:['gwchuanxin_count1','gwchuanxin_count2'],
|
||
subSkill:{
|
||
count1:{
|
||
trigger:{global:'phaseBegin'},
|
||
silent:true,
|
||
content:function(){
|
||
player.storage.gwchuanxin=[];
|
||
}
|
||
},
|
||
count2:{
|
||
trigger:{player:'useCard'},
|
||
silent:true,
|
||
// filter:function(event){
|
||
// return event.card&&event.card.name=='sha';
|
||
// },
|
||
content:function(){
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
player.storage.gwchuanxin.add(get.suit(trigger.cards[i]));
|
||
}
|
||
}
|
||
}
|
||
},
|
||
ai:{
|
||
presha:true,
|
||
}
|
||
},
|
||
gwchuanxin:{
|
||
trigger:{player:'shaAfter'},
|
||
filter:function(event,player){
|
||
return event.target.isAlive();
|
||
},
|
||
check:function(event,player){
|
||
return get.effect(event.target,{name:'sha'},player,player)>0
|
||
},
|
||
logTarget:'target',
|
||
// logLine:false,
|
||
content:function(){
|
||
'step 0'
|
||
var cards=get.cards();
|
||
player.showCards(cards,get.translation(player)+'发动了【穿心】');
|
||
event.bool=(get.color(cards[0])=='black');
|
||
'step 1'
|
||
if(event.bool){
|
||
player.useCard({name:'sha'},trigger.target,false).animate=false;
|
||
}
|
||
},
|
||
mod:{
|
||
attackFrom:function(from,to,distance){
|
||
return distance-from.hp+1;
|
||
}
|
||
}
|
||
},
|
||
fengjian:{
|
||
trigger:{player:'useCard'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
var type=get.type(event.card,'trick');
|
||
return type=='trick'&&game.hasPlayer(function(current){
|
||
return player.canUse('sha',current,false)&&!event.targets.contains(current);
|
||
});
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget(get.prompt('fengjian'),function(card,player,target){
|
||
return player.canUse('sha',target,false)&&!trigger.targets.contains(target);
|
||
}).ai=function(target){
|
||
return get.effect(target,{name:'sha',nature:'thunder'},player,player);
|
||
}
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('fengjian');
|
||
if(!event.isMine()){
|
||
game.delay();
|
||
}
|
||
player.useCard({name:'sha',nature:'thunder'},result.targets,false);
|
||
player.addTempSkill('qianxing',{player:'phaseBegin'});
|
||
}
|
||
},
|
||
ai:{
|
||
expose:0.2,
|
||
threaten:1.5,
|
||
noautowuxie:true,
|
||
},
|
||
// group:'fengjian_hide',
|
||
// subSkill:{
|
||
// hide:{
|
||
// trigger:{source:'damageEnd'},
|
||
// forced:true,
|
||
// popup:false,
|
||
// filter:function(event,player){
|
||
// return event.getParent(3).name=='fengjian';
|
||
// },
|
||
// content:function(){
|
||
// player.addTempSkill('qianxing',{player:'phaseBegin'});
|
||
// }
|
||
// }
|
||
// }
|
||
},
|
||
huandie:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('huandie'),[0,game.countPlayer()],function(card,player,target){
|
||
return target!=player;
|
||
}).ai=function(target){
|
||
return get.attitude(player,target);
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
result.targets.sortBySeat();
|
||
result.targets.unshift(player);
|
||
player.logSkill('huandie',result.targets);
|
||
game.asyncDrawAuto(result.targets,function(current){
|
||
return current==player?1:2;
|
||
});
|
||
player.addTempSkill('huandie_discard');
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:1.5
|
||
},
|
||
subSkill:{
|
||
discard:{
|
||
trigger:{player:'phaseEnd'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return game.hasPlayer(function(current){
|
||
return current.countCards('h')>current.hp;
|
||
});
|
||
},
|
||
logTarget:function(){
|
||
return game.filterPlayer(function(current){
|
||
return current.countCards('h')>current.hp;
|
||
}).sortBySeat();
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var list=game.filterPlayer(function(current){
|
||
return current.countCards('h')>current.hp;
|
||
}).sortBySeat();
|
||
event.list=list;
|
||
'step 1'
|
||
if(event.list.length){
|
||
event.list.shift().chooseToDiscard('h',true,2);
|
||
event.redo();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
xuezhou:{
|
||
trigger:{player:'phaseBegin'},
|
||
direct:true,
|
||
unique:true,
|
||
forceunique:true,
|
||
intro:{
|
||
content:function(storage,player){
|
||
var name=get.translation(player);
|
||
if(storage==1){
|
||
return '每当一名角色('+name+'除外)受到一次伤害,该角色失去一点体力,'+name+'回复一点体力';
|
||
}
|
||
else if(storage==2){
|
||
return '每当一名角色('+name+'除外)造成一次伤害,该角色失去一点体力,'+name+'(若不是受伤害角色)回复一点体力';
|
||
}
|
||
else{
|
||
return '未发动';
|
||
}
|
||
}
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var next=player.chooseControl('选项一','选项二','cancel2',function(){
|
||
if(Math.random()<0.65) return 0;
|
||
return 1;
|
||
});
|
||
next.prompt=get.prompt('xuezhou');
|
||
next.choiceList=[
|
||
'每当一名其他角色在一个回合中首次受到伤害,该角色失去一点体力,你回复一点体力',
|
||
'每当一名其他角色在一个回合中首次造成伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力'
|
||
];
|
||
'step 1'
|
||
if(result.control=='cancel2'){
|
||
player.unmarkSkill('xuezhou');
|
||
delete _status.xuezhou;
|
||
}
|
||
else{
|
||
player.logSkill('xuezhou');
|
||
player.storage.xuezhou=result.index+1;
|
||
player.syncStorage('xuezhou');
|
||
player.markSkill('xuezhou');
|
||
_status.xuezhou=player;
|
||
}
|
||
},
|
||
ai:{
|
||
threaten:2.5
|
||
},
|
||
global:'xuezhou_hp'
|
||
},
|
||
xuezhou_hp:{
|
||
trigger:{source:'damageEnd',player:'damageEnd'},
|
||
filter:function(event,player){
|
||
if(!_status.xuezhou) return false;
|
||
if(player==_status.xuezhou) return false;
|
||
if(!player.isIn()||!_status.xuezhou.isIn()) return false;
|
||
if(_status.currentPhase.hasSkill('xuezhou_hp2')) return false;
|
||
switch(_status.xuezhou.storage.xuezhou){
|
||
case 1:return player==event.player;
|
||
case 2:return player==event.source;
|
||
default:return false;
|
||
}
|
||
},
|
||
silent:true,
|
||
content:function(){
|
||
'step 0'
|
||
game.delayx();
|
||
_status.currentPhase.addTempSkill('xuezhou_hp2');
|
||
'step 1'
|
||
_status.xuezhou.logSkill('xuezhou',player);
|
||
player.loseHp();
|
||
if(_status.xuezhou!=trigger.player){
|
||
_status.xuezhou.recover();
|
||
}
|
||
}
|
||
},
|
||
xuezhou_hp2:{},
|
||
fayin:{
|
||
trigger:{player:'shaBegin'},
|
||
direct:true,
|
||
filter:function(event,player){
|
||
return player.countCards('he')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var target=trigger.target;
|
||
var bool=get.attitude(player,target)<0;
|
||
var next=player.chooseToDiscard('he',get.prompt('fayin',target));
|
||
next.ai=function(card){
|
||
if(bool) return 7-get.value(card);
|
||
return 0;
|
||
};
|
||
next.logSkill=['fayin',target];
|
||
'step 1'
|
||
if(result.bool){
|
||
var target=trigger.target;
|
||
var num=5;
|
||
if(target.isMad()){
|
||
num=4;
|
||
}
|
||
switch(Math.floor(Math.random()*num)){
|
||
case 0:target.randomDiscard(2);break;
|
||
case 1:target.damage('fire');break;
|
||
case 2:player.changeHujia();break;
|
||
case 3:target.turnOver();target.draw();break;
|
||
case 4:target.goMad({player:'phaseBegin'});break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
gwbaquan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target!=player&&target.countCards('h')>0;
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
var hs=target.getCards('h');
|
||
player.gain(hs,target);
|
||
target.$giveAuto(hs,player);
|
||
event.hs=hs;
|
||
'step 1'
|
||
var damage=(target.hp>=player.hp&&get.damageEffect(target,player,player)>0);
|
||
var hs=event.hs;
|
||
if(damage&&target.hp>1){
|
||
for(var i=0;i<hs.length;i++){
|
||
if(get.value(hs[i],player,'raw')>=8){
|
||
damage=false;break;
|
||
}
|
||
}
|
||
}
|
||
player.chooseCard(hs.length,true,'选择还给'+get.translation(target)+'的牌').ai=function(card){
|
||
if(damage){
|
||
return hs.contains(card)?1:0;
|
||
}
|
||
else{
|
||
return -get.value(card,player,'raw');
|
||
}
|
||
}
|
||
if(!event.isMine()) game.delay();
|
||
'step 2'
|
||
target.gain(result.cards,player);
|
||
player.$giveAuto(result.cards,target);
|
||
event.hs2=result.cards;
|
||
if(player.hp>target.hp){
|
||
event.finish();
|
||
}
|
||
'step 3'
|
||
for(var i=0;i<event.hs2.length;i++){
|
||
if(!event.hs.contains(event.hs2[i])) return;
|
||
}
|
||
player.line(target);
|
||
target.damage();
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
return -Math.sqrt(target.countCards('h'));
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunmo_old:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterTarget:function(card,player,target){
|
||
return target.countCards('h')!=Math.min(3,player.hp);
|
||
},
|
||
selectTarget:[1,3],
|
||
content:function(){
|
||
var dh=Math.min(3,player.hp)-target.countCards('h');
|
||
if(dh>0){
|
||
target.draw(dh,false);
|
||
target.$draw(dh);
|
||
game.delay(0.5);
|
||
}
|
||
else if(dh<0){
|
||
target.chooseToDiscard(-dh,true);
|
||
if(player!=target) player.useCard({name:'sha'},target,false);
|
||
}
|
||
},
|
||
ai:{
|
||
order:11,
|
||
result:{
|
||
target:function(player,target){
|
||
var dh=Math.min(3,player.hp)-target.countCards('h');
|
||
if(dh<0){
|
||
dh+=get.sgn(get.effect(target,{name:'sha'},player,target));
|
||
}
|
||
return dh;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
hunmo_old2:{
|
||
trigger:{player:['phaseBegin','phaseEnd']},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseTarget(get.prompt('hunmo'),[1,game.countPlayer()],function(card,player,target){
|
||
return target.countCards('h')!=Math.min(3,target.hp);
|
||
}).ai=function(target){
|
||
return get.attitude(player,target)*(Math.min(3,target.hp)-target.countCards('h'));
|
||
}
|
||
'step 1'
|
||
if(result.bool){
|
||
player.logSkill('hunmo',result.targets);
|
||
event.targets=result.targets.slice(0);
|
||
event.targets.sortBySeat();
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
'step 2'
|
||
if(event.targets.length){
|
||
var target=event.targets.shift();
|
||
var dh=Math.min(3,target.hp)-target.countCards('h');
|
||
if(dh>0){
|
||
target.draw(dh,false);
|
||
target.$draw(dh);
|
||
}
|
||
else if(dh<0){
|
||
target.chooseToDiscard(-dh,true).delay=false;
|
||
}
|
||
game.delay(0.5);
|
||
event.redo();
|
||
}
|
||
}
|
||
},
|
||
huihun:{
|
||
trigger:{player:'phaseEnd'},
|
||
filter:function(event,player){
|
||
if(!player.storage.huihun) return false;
|
||
for(var i=0;i<player.storage.huihun.length;i++){
|
||
if(get.position(player.storage.huihun[i])=='d') return true;
|
||
}
|
||
return false;
|
||
},
|
||
frequent:true,
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<player.storage.huihun.length;i++){
|
||
if(get.position(player.storage.huihun[i])=='d'){
|
||
list.push(player.storage.huihun[i]);
|
||
if(list.length>=2) break;
|
||
}
|
||
}
|
||
player.gain(list,'gain2','log');
|
||
},
|
||
ai:{
|
||
threaten:1.8,
|
||
},
|
||
group:['huihun_count','huihun_count2'],
|
||
subSkill:{
|
||
count:{
|
||
trigger:{player:'useCard'},
|
||
silent:true,
|
||
filter:function(event,player){
|
||
return _status.currentPhase==player;
|
||
},
|
||
content:function(){
|
||
if(!player.storage.huihun){
|
||
player.storage.huihun=[];
|
||
}
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(get.color(trigger.cards[i])=='red'){
|
||
player.storage.huihun.add(trigger.cards[i]);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
count2:{
|
||
trigger:{player:'phaseAfter'},
|
||
silent:true,
|
||
content:function(){
|
||
delete player.storage.huihun;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
lanquan:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
onChooseToUse:function(event){
|
||
var cards=[];
|
||
var num=6;
|
||
if(ui.cardPile.childNodes.length<num){
|
||
var discardcards=get.cards(num);
|
||
for(var i=0;i<discardcards.length;i++){
|
||
ui.discardPile.appendChild(discardcards[i]);
|
||
}
|
||
}
|
||
for(var i=0;i<num;i++){
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
event.set('lanquancards',cards);
|
||
},
|
||
chooseButton:{
|
||
dialog:function(event,player){
|
||
return ui.create.dialog('选择一张牌使用',event.lanquancards);
|
||
},
|
||
filter:function(button,player){
|
||
var evt=_status.event.getParent();
|
||
if(evt&&evt.filterCard){
|
||
var type=get.type(button.link,'trick');
|
||
return evt.filterCard(button.link,player,evt);
|
||
}
|
||
return false;
|
||
},
|
||
check:function(button){
|
||
return get.value(button.link);
|
||
},
|
||
backup:function(links,player){
|
||
return {
|
||
filterCard:function(){return false},
|
||
selectCard:-1,
|
||
viewAs:links[0],
|
||
}
|
||
},
|
||
prompt:function(links,player){
|
||
return '选择'+get.translation(links)+'的目标';
|
||
}
|
||
},
|
||
ai:{
|
||
order:12,
|
||
result:{
|
||
player:1
|
||
},
|
||
threaten:1.5
|
||
}
|
||
},
|
||
},
|
||
card:{
|
||
gw_wuyao:{
|
||
type:'special',
|
||
fullimage:true,
|
||
derivation:'gw_linjing',
|
||
vanish:true,
|
||
addinfo:'杀',
|
||
autoViewAs:'sha',
|
||
ai:{
|
||
order:function(){
|
||
return lib.card.sha.ai.order()+0.5;
|
||
}
|
||
},
|
||
global:'g_gw_wuyao'
|
||
},
|
||
gw_dudayuanshuai1:{
|
||
type:'special',
|
||
fullimage:true,
|
||
derivation:'gw_zhuoertan',
|
||
vanish:true,
|
||
addinfo:'小伙伴',
|
||
notarget:true,
|
||
content:function(){
|
||
var evt=event.getParent(3)._trigger;
|
||
if(evt.gw_dudayuanshuai1){
|
||
evt.untrigger();
|
||
evt.finish();
|
||
}
|
||
if(evt.cards){
|
||
player.gain(evt.cards,'gain2');
|
||
}
|
||
},
|
||
ai:{
|
||
value:10,
|
||
useful:9,
|
||
result:{
|
||
player:1
|
||
},
|
||
}
|
||
},
|
||
gw_dudayuanshuai2:{
|
||
type:'special',
|
||
fullimage:true,
|
||
derivation:'gw_zhuoertan',
|
||
vanish:true,
|
||
addinfo:'捣蛋鬼',
|
||
ai:{
|
||
value:-1
|
||
}
|
||
},
|
||
},
|
||
translate:{
|
||
gw_huoge:'霍格',
|
||
gw_aisinie:'埃丝涅',
|
||
gw_gaier:'盖尔',
|
||
gw_enxier:'恩希尔',
|
||
gw_kuite:'奎特',
|
||
gw_dagong:'达贡',
|
||
gw_airuiting:'艾瑞汀',
|
||
gw_fuertaisite:'弗尔泰斯特',
|
||
gw_falanxisika:'法兰西斯卡',
|
||
gw_haluo:'哈洛',
|
||
gw_hengsaite:'亨赛特',
|
||
gw_kaerweite:'卡尔维特',
|
||
gw_bulanwang:'布兰王',
|
||
gw_fulisi:'符里斯',
|
||
gw_laduoweide:'拉多维德',
|
||
|
||
gw_jieluote:'杰洛特',
|
||
gw_yenaifa:'叶奈法',
|
||
gw_telisi:'特莉斯',
|
||
gw_xili:'希里',
|
||
gw_luoqi:'罗契',
|
||
gw_yioufeisi:'伊欧菲斯',
|
||
|
||
gw_aigeleisi:'艾格蕾斯',
|
||
gw_aokeweisite:'奥克维斯特',
|
||
gw_kaxier:'卡西尔',
|
||
gw_luobo:'萝卜',
|
||
gw_mieren:'尔米恩',
|
||
gw_sanhanya:'三寒鸦',
|
||
gw_shanhu:'珊瑚',
|
||
gw_zhangyujushou:'章鱼巨兽',
|
||
gw_zhuoertan:'卓尔坦',
|
||
gw_meizi:'梅兹',
|
||
gw_aimin:'艾敏',
|
||
gw_puxila:'普希拉',
|
||
|
||
gw_xigedelifa:'希格德莉法',
|
||
gw_laomaotou:'毛矛头',
|
||
gw_laomaotou2:'毛矛头',
|
||
gw_qigaiwang:'乞丐王',
|
||
|
||
gw_bierna:'碧尔娜',
|
||
gw_haizhiyezhu:'海之野猪',
|
||
gw_nitelila:'尼斯里拉',
|
||
|
||
gw_linjing:'林精',
|
||
gw_nvyemo:'女夜魔',
|
||
gw_mierjiata:'米尔加塔',
|
||
gw_kanbi:'坎毕',
|
||
gw_hanmuduoer:'汉姆多尔',
|
||
gw_kairuisi:'凯瑞斯',
|
||
gw_oudimu:'欧迪姆',
|
||
gw_shasixiwusi:'沙斯西乌斯',
|
||
|
||
gwjingshi:'镜师',
|
||
gwjingshi_info:'出牌阶段限一次,你可以猜测手牌中黑色牌最多的角色是谁,若猜对,你可以观看所有其他角色的手牌并获得任意一张',
|
||
gwjingtian:'经天',
|
||
gwjingtian_info:'锁定技,牌堆顶的9张牌对你始终可见;你始终跳过摸牌阶段,改为获得3枚“经天”标记;每名角色的回合限一次,你可以在任意时间点移去一枚“经天”标记,然后获得牌堆顶的一张牌',
|
||
gwweitu:'卫土',
|
||
gwweitu_info:'锁定技,每当你弃置一张牌,若你的护甲数小于3,你获得一点护甲;每当你的护甲为你累计抵消3次伤害,你获得一张随机银卡法术',
|
||
gwzhongmo:'终末',
|
||
gwzhongmo_info:'锁定技,你跳过摸牌阶段,改为获得两张随机的稀有度不同的法术牌',
|
||
gwfutian:'覆天',
|
||
gwfutian_info:'锁定技,你防止一切伤害;准备阶段,你须弃置一名其他角色的一张手牌;若你以此法累计弃置弃置的总点数达到了24,你变身为汉姆多尔',
|
||
gwgouhun:'勾魂',
|
||
gwgouhun_info:'出牌阶段限一次,你可以交给一名有手牌的其他角色一张手牌,然后令其选择一项:1. 将手牌中与此牌花色相同的牌(至少一张)交给你;2. 弃置手牌中与此牌花色不同的牌(至少一张);3. 进入混乱状态直到下一回合结束',
|
||
gw_wuyao:'雾妖',
|
||
gw_wuyao_info:'在你行动时可当作杀使用;回合结束后,从手牌中消失',
|
||
gwyewu:'叶舞',
|
||
gwyewu_info:'出牌阶段限一次,你可以弃置一张牌,并弃置一名随机敌人的一张随机牌;若目标弃置的牌与你弃置的牌颜色相同,则重复发动;每以此法弃置一张敌方角色的牌,你获得一张【雾妖】',
|
||
shuangxi:'霜袭',
|
||
shuangxi_info:'每两轮限一次,出牌阶段,你可以视为使用一张【刺骨寒霜】;若你在本回合造成过伤害,改为使用【白霜】',
|
||
gwfengshi:'风蚀',
|
||
gwfengshi_info:'结束阶段,你可以选择一项:1. 为自己施加一个随机负面效果,并对两名随机敌人施加一个随机负面效果;2. 为自己施加两个随机正面效果,并对一名随机敌人施加一个随机正面效果',
|
||
yangfan:'扬帆',
|
||
yangfan_info:'锁定技,每当你使用一张非装备牌,你随机重铸一张与其花色相同的手牌;若没有花色相同的手牌,改为随机重铸一张与其颜色相同的手牌',
|
||
gwchenshui:'沉睡',
|
||
gwchenshui_bg:'睡',
|
||
gwchenshui_info:'锁定技,你防止即将造成或受到的伤害,改为令伤害来随机源获得对方一张牌;结束阶段,若你自上次沉睡起累计发动了至少3次沉睡效果,你解除沉睡状态,对所有敌方角色造成一点伤害,然后切换至觉醒状态',
|
||
gwliedi:'裂地',
|
||
gwliedi_info:'锁定技,你造成的伤害+X,X为你到该角色距离的一半,向下取整;结束阶段,若你连续两轮未造成伤害,你切换至沉睡状态',
|
||
julian:'巨敛',
|
||
julian_info:'出牌阶段开始时,你可以摸若干张牌直到你的手牌数为全场最多或之一',
|
||
gwfusheng:'复生',
|
||
gwfusheng_info:'当一名未翻面的角色进入濒死状态时,你可以令其翻面并回复一点体力,然后你与其各摸一张牌',
|
||
gwqinwu:'琴舞',
|
||
gwqinwu2:'琴舞',
|
||
gwqinwu_info:'每当你使用一张基本牌,你可以令一名角色摸一张牌并获得技能【琴舞】直到其下一回合结束',
|
||
huanshu:'幻术',
|
||
huanshu2:'幻术',
|
||
huanshu3:'幻术',
|
||
huanshu_info:'结束阶段,你可以将一张手牌背面朝上置于你的武将牌上;当一名敌方角色使用一张与之颜色相同的锦囊牌时,你展示并移去此牌,取消锦囊的效果,然后摸两张牌;准备阶段,你移去武将牌上的“幻术”牌',
|
||
gwjieyin:'结印',
|
||
gwjieyin_info:'出牌阶段,你可以视为使用瘟疫、燕子药水或昆恩法印(不能重复使用同一法术),技能两轮重置一次',
|
||
zhengjun:'整军',
|
||
zhengjun_info:'锁定技,每当你使用或打出一张卡牌,若这是你在本局游戏中使用或打出的第二张与之同名的牌,你增加一点体力和体力上限;结束阶段,你可以观看牌堆顶的X张牌并获得其中一张,X为你以此法增加的体力上限数',
|
||
gwxuezhan:'血战',
|
||
gwxuezhan_info:'准备阶段,若你的手牌数为全场最少或之一,你可以获得一张十字召唤',
|
||
jielue:'劫掠',
|
||
jielue_info:'当你于回合内首次使用基本牌时,你可以获得两张该牌的复制',
|
||
gwfengchi:'风驰',
|
||
gwfengchi_info:'锁定技,出牌阶段开始时,你随机观看3个可以在出牌阶段使用的技能,并获得其中一个技能直到此阶段结束',
|
||
gwjushi:'巨噬',
|
||
gwjushi2:'巨噬',
|
||
gwjushi_info:'出牌阶段限一次,你可以将一名距离1以内的其他角色的一张随机牌置于你的武将牌上;当你受到伤害后,令“巨噬”牌回到原来的位置;准备阶段,你获得武将牌上的“巨噬”牌',
|
||
bolang:'搏浪',
|
||
bolang_info:'准备阶段,你可以观看牌堆顶的6张牌,然后将其中至多3张移入弃牌堆;每当你造成一次伤害,你可以从弃牌堆中获得一张以此法移入弃牌堆的牌(每回合限发动一次)',
|
||
lingji:'灵计',
|
||
lingji_info:'出牌阶段限一次,你可以摸两张牌并弃置两张牌,若弃置的牌花色相同,你获得一张随机铜卡并展示;若弃置的牌点数相同,你获得一张随机银卡并展示',
|
||
gwjinyan:'金焰',
|
||
gwjinyan_info:'锁定技,准备阶段,若游戏轮数为3的倍数,你获得一张随机金卡;当游戏轮数不是3的倍数时,你防止所有伤害',
|
||
gwshenyu:'神愈',
|
||
gwshenyu_info:'准备阶段,你可以令一名角色选择一项:回复一点体力,或从弃牌堆中获得一张非金法术牌(直到洗牌入牌堆前该牌不能再以此法获得)',
|
||
junchi:'骏驰',
|
||
junchi_info:'每当一名其他角色使用一张杀,若目标不是你,你可以对杀的目标使用一张牌,并摸一张牌',
|
||
junchi_old_info:'当一名其他角色使用杀对一个目标结算后,该角色可以交给你一张牌,然后你可以对杀的目标使用一张牌,若如此做,你回复一点体力,杀的使用者摸一张牌',
|
||
gw_dudayuanshuai1:'杜达元帅',
|
||
gw_dudayuanshuai1_info:'当你成为其他角色使用牌的目标时,你可以使用此牌取消之,然后获得对你使用的牌',
|
||
gw_dudayuanshuai2:'杜达元帅',
|
||
gw_dudayuanshuai2_info:'你不能使用、打出或弃置此牌;结束阶段,若此牌在你手牌中,你弃置之并随机弃置一张手牌',
|
||
hupeng:'呼朋',
|
||
hupeng_info:'出牌阶段限一次,你可以弃置一张牌并将一张杜达元帅置入一名角色的手牌',
|
||
shuijian:'水箭',
|
||
shuijian_info:'准备阶段,你可以弃置一张手牌视为对所有敌方角色使用一张万箭齐发',
|
||
yunhuo:'陨火',
|
||
yunhuo_info:'锁定技,准备阶段,若游戏轮数为4的倍数,你令所有敌方角色随机弃置一张手牌(若没有手牌改为受到一点火焰伤害),然后在此回合结束后获得一个额外回合',
|
||
yinzhang:'银杖',
|
||
yinzhang_info:'出牌阶段限一次,你可以弃置一张牌,然后从3张随机亮出的银卡法术中选择一张加入手牌',
|
||
tianbian:'天变',
|
||
tianbian_info:'出牌阶段开始时,你可以选择一项:随机使用一张对全场有正面效果的牌;或随机使用一张对全场有负面效果的牌',
|
||
gwxiaoshou:'枭首',
|
||
gwxiaoshou_info:'出牌阶段限两次,你可以弃置一张牌对场上体力值最高(或之一)的一名角色造成一点伤害',
|
||
kuanglie:'狂猎',
|
||
kuanglie_info:'锁定技,每当一名敌方角色成为你的黑色牌的目标,你视为对其使用【刺骨寒霜】;在一名角色受到【刺骨寒霜】的影响后,你随机获得一张【狂猎】牌',
|
||
lingshuang:'凛霜',
|
||
lingshuang_info:'每当你失去最后一张基本牌,你可以视为对距离2以内的所有敌方角色使用【刺骨寒霜】;在一名角色受到【刺骨寒霜】影响时,你可以弃置一张手牌将其效果改为“摸牌数-2”',
|
||
gwjiquan:'集权',
|
||
gwjiquan_info:'出牌阶段限一次,你可以从任意名角色处各获得一张牌,每拿一张牌,被拿牌的角色视为对你使用一张杀',
|
||
nuhou:'怒吼',
|
||
nuhou_info:'每当你受到一次伤害,你可以弃置一张牌,然后对一名随机敌人造成一点伤害并随机弃置其一张牌',
|
||
shewu:'蛇舞',
|
||
shewu_info:'出牌阶段限一次,你可以弃置1至3张牌然后摸3张牌;若你弃置了至少2张牌,你本回合使用卡牌无视距离;若你弃置了3张牌,你回复一点体力',
|
||
gwzhanjiang:'斩将',
|
||
gwzhanjiang_info:'每轮限一次,在一名角色的准备阶段,你可以弃置一张牌,然后所有角色可以对该角色使用一张杀,出杀的角色在响应时摸一张牌,当有至少两名角色响应后停止结算',
|
||
gwchuanxin:'穿心',
|
||
gwchuanxin_info:'你的攻击范围基数为你当前体力值;每当你对一名角色使用杀结算完毕后,你可以亮出牌堆顶的一张牌,若为黑色,视为对目标再使用一张杀',
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fengjian:'风剑',
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fengjian_info:'每当你使用一张锦囊牌,你可以视为对一名不是此牌目标的角色使用一张雷杀,若如此做,你获得潜行直到下一回合开始',
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huandie:'幻蝶',
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huandie_info:'准备阶段,你可以摸一张牌,并令任意名其他角色摸两张牌,若如此做,此回合结束时,所有手牌数大于体力值的角色需弃置两张手牌',
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xuezhou:'血咒',
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xuezhou_info:'准备阶段,你可以选择一项效果直到下一回合开始:1. 每当一名其他角色在一个回合中首次受到伤害,该角色失去一点体力,你回复一点体力;2. 每当一名其他角色在一个回合中首次造成伤害,该角色失去一点体力,你(若不是受伤害角色)回复一点体力',
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||
fayin:'法印',
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fayin_info:'每当你使用一张杀,你可以弃置一张牌并获得一个随机法印效果:1. 目标随机弃置两张牌;2. 目标进入混乱状态直到下一回合开始;3. 对目标造成一点火属性伤害;4. 获得一点护甲;5. 令目标翻面并摸一张牌',
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gwbaquan:'霸权',
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gwbaquan_info:'出牌阶段限一次,你可以获得一名其他角色的所有牌,然后还给其等量的牌,若你归还的牌均为你获得的牌且该角色体力值不小于你,你对其造成一点伤害',
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||
hunmo:'魂墨',
|
||
hunmo_info:'出牌阶段,若你手牌数小于2,你可以选择一名手牌数小于2的角色与其各摸一张牌;若你手牌数不小于2,你可以选择一名手牌数不小于2的角色与你各弃置一张手牌;结束阶段,若你发动过魂墨,你可以将手牌数补至2;同一阶段不能对同一角色发动两次',
|
||
huihun:'回魂',
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||
huihun_info:'结束阶段,你可以从弃牌堆中获得本回合使用的前两张红色牌',
|
||
lanquan:'远略',
|
||
lanquan_backup:'远略',
|
||
lanquan_info:'出牌阶段限一次,你可以观看牌堆顶的6张牌,并选择一张使用',
|
||
|
||
chaoyong:'潮涌',
|
||
chaoyong_info:'准备阶段,你可以弃置一张牌,视为对所有敌方角色使用一张南蛮入侵或万箭齐发',
|
||
}
|
||
};
|
||
});
|